Example #1
0
        public static Sprite CreateTeamSpritesheetAsset(int teamId, string rawSpriteAssetPath, Texture2D textureWithAlpha, Palette palette)
        {
            Texture2D tempTexture = new Texture2D(textureWithAlpha.width, textureWithAlpha.height, TextureFormat.ARGB32, false);

            // TODO
            // create subFolder "prepared" if not Exists, save teamSpritesheet there!
            // current workarrount: save in parent folder

            string workingFolder = Path.GetDirectoryName(rawSpriteAssetPath);
            string parentFolder  = Path.GetDirectoryName(workingFolder);
            string assetFileName = Path.GetFileNameWithoutExtension(rawSpriteAssetPath) + "_" + (Teams)teamId + "_ARGB32" + ".png";
            // !!!important!!! Order: originalName + _Team_ + "_ARGB32.png"

            // Generate Unique Asset Path for new Texture
            string teamAssetPath       = parentFolder + "/" + assetFileName;
            string uniqueTeamAssetPath = AssetDatabase.GenerateUniqueAssetPath(teamAssetPath);

            //TeamColor.ChangeColors(TeamColor.referenceColors[i], textureWithAlpha);
            //TeamColor.ChangeColors(TeamColor.referenceColorsVerzweigt[i], textureWithAlpha);
            // Full Palette
            tempTexture.SetPixels(textureWithAlpha.GetPixels());
            palette.ChangeColorsFast(teamId, tempTexture);

            // Save as PNG
            Sprite teamSpritesheet = SaveTextureAsSprite(tempTexture, uniqueTeamAssetPath);

            // Apply Import Settings, and Slice
            SetRawCharacterSpriteSheetTextureImporter(teamSpritesheet, false, true, true);

            // Clean Memory
            UnityEngine.Object.DestroyImmediate(tempTexture);

            return(teamSpritesheet);
        }
Example #2
0
    private void OnGUI_Test()
    {
        if (GUILayout.Button("load prepared Spritesheet"))
        {
            CopySprite();
        }
        tempSpritesheet = EditorGUILayout.ObjectField("Temp Spritesheet", tempSpritesheet, typeof(Texture2D), false) as Texture2D;
        if (tempSpritesheet != null)
        {
            Rect controlRect = EditorGUILayout.GetControlRect(true, tempSpritesheet.height, GUILayout.ExpandWidth(false));
            EditorGUI.DrawTextureTransparent(controlRect, tempSpritesheet);
            GUI.enabled = true;
        }
        else
        {
            GUI.enabled = false;
        }

        slectedTeam = (Teams)EditorGUILayout.EnumPopup("Team", slectedTeam);
        if (slectedTeam == Teams.count)
        {
            slectedTeam = Teams.yellow;
        }

        // Modify Texture
        //if (GUILayout.Button("ChangeColor old"))
        //{
        //    TeamColor.ChangeColors(TeamColor.referenceColorsVerzweigt[(int)slectedTeam], preparedSpritesheet.texture);
        //}
        // Modify Texture
        if (GUILayout.Button("ChangeColor full (edit)"))
        {
            palette.ChangeColorsFast((int)slectedTeam, tempSpritesheet);
        }
        if (GUILayout.Button("Save"))
        {
            preparedSpritesheet.texture.Apply();
            EditorUtility.SetDirty(preparedSpritesheet);
            EditorUtility.SetDirty(preparedSpritesheet.texture);

            AssetDatabase.StartAssetEditing();
            EditorUtility.SetDirty(preparedSpritesheet);
            EditorUtility.SetDirty(preparedSpritesheet.texture);
            AssetDatabase.StopAssetEditing();

            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
        }

        if (GUILayout.Button("ReImport"))
        {
            AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(preparedSpritesheet));
        }
    }